Iyon Orb (5e Equipment)

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Wondrous item, unique (requires LR for attunement)

A perfectly round gem with Ruby, Sapphire, Emerald and Diamond elements in perfect balance. Created in the time when the Gods walked Taran, its power helped to create wonders including the Kingsroad when coupled with the Staff of Law. In the time of the Breaking, the Stone was placed upon the pommel of Daindor’s Wrath, the Godslayer. With it, the Iyon weapons united to create the blade of the sword that defeated Cantor and his Hoard. It disappeared after Smirnoff I died

Powers. At Will: • Create food and water • Light • Shape Water • Mold Earth • Control Flames • Feather fall • Truesight Conditions: The Stone has the capability of turning elemental attacks into charges for use. Every 10 points of damage from elemental attacks, the stone gains 1 charge. The Stone starts with minimum 20 charges per LR. There is no upper limit. Extra Charges / Casting level = HD or Level of creature

-- Elemental Beam – used to cut through land and sea. Damage – 20 + level / HD + (1d20) per charge used (no max) No limit 5’ beam or 100’ by 50’ cone. DC15 Dex for ½ damage and DC10 STR/DEX or knocked prone

-- Conjure Elemental – 5 charges. Lasts for rounds = to HD/Level of wielder. HP = HD or Level of creature x 10 --

Investiture of Elements (10 charges –lasts for 10 rounds)

Fire: Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet: • You are immune to fire damage and have resistance to cold damage. • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Earth: Bits of rock spread across your body, and you gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space and you are stunned until the end of your next turn.

Water: Ice rimes your body, and you gain the following benefits: • You are immune to cold damage and have resistance to fire damage. • You can move across difficult terrain created by ice or snow without spending extra movement. • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Air: Wind whirls around you, and you gain the following benefits: • Ranged weapon attacks made against you have disadvantage on the attack roll. • You gain a flying speed of 60 feet. • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.


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